/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_CREATUREAIFACTORY_H
#define ARKCORE_CREATUREAIFACTORY_H

//#include "Policies/Singleton.h"
#include "ObjectRegistry.h"
#include "FactoryHolder.h"
#include "GameObjectAI.h"

struct SelectableAI: public FactoryHolder<CreatureAI>, public Permissible<
		Creature> {
	SelectableAI(const char *id) :
			FactoryHolder<CreatureAI>(id) {
	}
};

template<class REAL_AI>
struct CreatureAIFactory: public SelectableAI {
	CreatureAIFactory(const char *name) :
			SelectableAI(name) {
	}

	CreatureAI* Create(void *) const;

	int Permit(const Creature *c) const {
		return REAL_AI::Permissible(c);
	}
};

template<class REAL_AI>
inline CreatureAI*
CreatureAIFactory<REAL_AI>::Create(void *data) const {
	Creature* creature = reinterpret_cast<Creature *>(data);
	return (new REAL_AI(creature));
}

typedef FactoryHolder<CreatureAI> CreatureAICreator;
typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;

//GO
struct SelectableGameObjectAI: public FactoryHolder<GameObjectAI>,
		public Permissible<GameObject> {
	SelectableGameObjectAI(const char *id) :
			FactoryHolder<GameObjectAI>(id) {
	}
};

template<class REAL_GO_AI>
struct GameObjectAIFactory: public SelectableGameObjectAI {
	GameObjectAIFactory(const char *name) :
			SelectableGameObjectAI(name) {
	}

	GameObjectAI* Create(void *) const;

	int Permit(const GameObject *g) const {
		return REAL_GO_AI::Permissible(g);
	}
};

template<class REAL_GO_AI>
inline GameObjectAI*
GameObjectAIFactory<REAL_GO_AI>::Create(void *data) const {
	GameObject* go = reinterpret_cast<GameObject *>(data);
	return (new REAL_GO_AI(go));
}

typedef FactoryHolder<GameObjectAI> GameObjectAICreator;
typedef FactoryHolder<GameObjectAI>::FactoryHolderRegistry GameObjectAIRegistry;
typedef FactoryHolder<GameObjectAI>::FactoryHolderRepository GameObjectAIRepository;
#endif
